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  1. #1
    Player
    Sakurakiss123's Avatar
    Join Date
    Mar 2015
    Posts
    54
    Character
    Sakura Limepetal
    World
    Balmung
    Main Class
    Arcanist Lv 60

    Content Upgrade - Idea's

    Diminishing Returns

    This isn't just effecting some classes. Its Effecting All of them. "This stops the resist effect.. or duration reduce when state (outside of stun) is abused. some effect's that shouldn't

    this limits the use of status and buff effects. watch also apart of final fantasy.

    What are Status Effects
    Petrify,Silence, Paralysis, Stun, Slow. Heavy. Strength-down

    now too me I feel the status effect's are little too weak that are used by player's or not strong enough (Please note. status effect's are good way to add support in raids or boss fights)

    Upgrades too Black Mage's
    Thunder III - Now Also Place's a 15 sec (Paralysis) this is 35% disable/stun every 3 seconds ((it happens randomly or it doesn't))

    Thuder II - now also place a 9 sec Paralysis with 20% chance disable/stun/bind every 3 seconds ((it happens randomly or it doesn't))

    (something to make freeze little better cause it also sucks))

    Upgrades Too Arcanist

    Psyheal - will no longer heal 400 potency but instead it will heal for 13.75% targets
    total HP (Note (Lustrate heals for highest i seen 2800-3000 this lower it too 1400-1700 same about you kinda do now with psyheal (also make Psyheal not mind Dependant meaning it heal straighten isn't based on any stat its always the same. meaning even summoners could use it and still be strong as well as blm))

    Resurrection (is now instant cast) but has a high-cool down)(this is without swift casting meaning you can use white-mages raise spell ((making them two different abilities "that raise" dont take up a cross-class ability slot that is if anything completely useless for you)) this also make great cross-class ability white mages

    Only difference is instant raise and resurrection - is amount of hp you have when your brought back up raise of course is higher then resurrection
    Bio Potency Increased by 5
    Bio II Potency Increased by 10 (remove the cast-time)
    Maisma II - Potency Increased by 10 from direct damage and dot damage

    Tri-Disaster - No longer Has Bind (can place 1 second Silence)
    Tri-Disasters Damage is increased by 180+ additional Potency

    Garuda (Contagion) - Also Effect's Virus, and Tri-Disaster Paralyze and Ifirts En-kindle

    Ifirits - gives a team buff that increase's at all times of damage by 10% while ifirt with additional 3% increase in crit rate as long he is out ((while this doesnt actually buff your dps does help the others in your raid or melee dps anyway))

    Titans (enkindled) Range increased. gains 15% more HP

    Enkindle (cool-down reduced or damage increased)

    Bane - Deals 80+ Potency Per Dot meaning 240 potency if you have Bio.Bio Miasma too all nearby enemies as well as what does not (Range is increased or amount targets it effects)

    Succor - Has its healing increased meaning instead of doing 880-1020 critical you deal about 1080-1400 critical at ilvl 118-120 (when looked on party you be like this overpowered. in game really it is not specially when you actually doing coils people would rather you cast aldo then use this spell)

    Whm -
    Holy gets nerfed i mean majority

    Aero will grant the reduce the casting speed of all spells when its placed by 0.10 meaning if it heal has 2.50 cast time now it is 2.40 ((only one aero as long as its active))

    Stoneskin 2 (is now castable in battle)

    ((Few Other Classes having few touch ups too but really cant say sense this is balancing patch))
    "Grand Company Gear"
    Revamped. for full set's every 5 level's weapons, jewelry. armor.

    lvl5
    lvl10
    lvl15
    lvl20
    lvl25
    lvl30
    lvl35
    lvl40
    lvl45
    lvl50

    this means you can buy with seals complete armor set at those levels jewelry weapons and shields wont be so scattered on item levels

    (Revamping Cross-Class Abilities for all classes)) making them all not utterly completely useless. be quite honest alot of abilities all classes share that utterly underpowered if not pointless

    Summoner and Scholar
    Gain there own gear set's watch you can buy from poetics and soldery.

    the ones they share with blm and whm benefit those two classes more then summoner and scholar.

    Summoner Armor -
    Intelligence/Vitality
    Determination/Crit
    /Accu

    Summoner Jewelry
    Intelligence/Determination
    Crit/Accu

    Summoner's don't need spell-speed there already fast enough as it is. they have mobility and constant flow of dps. making bio 2 without cast speed means only spell you have to cast is miasma 2 making you one . i would rather have solid high crit rate rock high intelligence and determination, with accu

    Scholar
    Armor
    Mind/Vitality
    Determination/Crit
    Spell Speed

    Jewelry
    Mind/Vitality
    Determination/Speed Speed
    crit

    (As Scholar Peity is really not needed I've never ran out of mp. Aetherflow constantly keeps me up. what do need however is crit>> Spell speed - having heals 1.80 and they crit every 3 cast is pretty good) when it comes to saving a tank from a killing blow. this what scholar's do from my experience. during raids and stuff your main focus as healer should be a healer.

    (Enough to have 1.5-1.7)

    Spell-Speed and Skill Speed (Scaling Revamp)
    (0)
    Last edited by Sakurakiss123; 04-24-2015 at 12:06 PM.